minetest/src/script/scripting_server.h

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "cpp_api/s_base.h"
#include "cpp_api/s_entity.h"
#include "cpp_api/s_env.h"
#include "cpp_api/s_inventory.h"
#include "cpp_api/s_modchannels.h"
#include "cpp_api/s_node.h"
#include "cpp_api/s_player.h"
#include "cpp_api/s_server.h"
#include "cpp_api/s_security.h"
#include "cpp_api/s_async.h"
struct PackedValue;
/*****************************************************************************/
/* Scripting <-> Server Game Interface */
/*****************************************************************************/
class ServerScripting:
virtual public ScriptApiBase,
public ScriptApiDetached,
public ScriptApiEntity,
public ScriptApiEnv,
public ScriptApiModChannels,
public ScriptApiNode,
public ScriptApiPlayer,
public ScriptApiServer,
public ScriptApiSecurity
{
public:
ServerScripting(Server* server);
// use ScriptApiBase::loadMod() to load mods
// Save globals that are copied into other Lua envs
void saveGlobals();
// Initialize async engine, call this AFTER loading all mods
void initAsync();
// Global step handler to collect async results
void stepAsync();
// Pass job to async threads
u32 queueAsync(std::string &&serialized_func,
PackedValue *param, const std::string &mod_origin);
private:
void InitializeModApi(lua_State *L, int top);
static void InitializeAsync(lua_State *L, int top);
AsyncEngine asyncEngine;
};